I fill this in later, know that upgrades are like tft or other auto chess. 3 of a kind upgrade.
I work a lot… give me some time to update stuff.
3/6 – 15%/30% chance for Rogues to crit, dealing 4x damage.
Units – Scout, Jester, Beastmaster, Outlaw, Thief, Dual_gunner, Spellblade, Saboteur, Assassin.
3/6 – +15%/+25% area damage and size to Nukers.
Units – Pyromancer, Vulcanist, Wizard, Elementor, Blade, Saboteur, Cannoneer, Plague_doctor.
3/6 – 8%/16% chance for a Ranger to release a barrage of attacks.
Units – Archer, Dual_gunner, Hunter, Barrager, Corrupter, Cannoneer, Vagrant.
2/4 – +15%/+30% healing effectiveness.
Units – Cleric, Carver, Fairy, Priest, Psykeeper.
3/6 – -15/-30 enemy defense.
Units – Pyromancer, Magician, Wizard, Chronomancer, Cryomancer, Spellblade, Elementor, Psykino.
2/4 – +15%/+25% damage to all allies.
Units – Fairy, Chronomancer, Stormweaver, Squire, Flagellant.
2/4/6 – Sorcerers repeat their attacks once every 4/3/2 attacks.
Units – Arcantist, Silencer, Illusionist, Witch, Psychic, Vulcanist, Gambler.
3/6 – +25/+50 defense to Warriors.
Units – Swordsman, Barbarian, Squire, Juggernaut, Blade, Highlander, Outlaw, Vagrant.
2/4 – +25%/+50% knockback force to all allies.
Units – Launcher, Sage, Hunter, Barrager, Juggernaut, Warden, Psykino
2/4 – +10%/+20% chance for enemies to drop gold on death.
Units – Miner, Merchant, Usurer, Gambler, Thief.
2/4 – +25%/+50% summon damage and duration.
2/4 – +1/+3 hits to critters.
2/4 – +25%/+50% curse duration.
2/4 – +15%/+25% damage over time to Voiders.
2/4 – +10%/+20% damage and attack speed per active set applied to Psykers.
Rogue – 1 Cost
Throws a knife that deals (13/26/52) damage and chains 3 times.
Lvl 3: (Dagger Resonance) +25% damage per chain, +3 chains.
Curser, Rogue – 2 Cost
Curses (6) nearby enemies for (6) seconds, they will explode into 4 knives on death.
Lvl 3: (Pandemonium) Curses 6 enemies and all knives seek enemies and pierce 2 times.
Rogue, Swarmer- 2 Cost
Spawn (2/2/) small critters if the Beastmaster crits.
Lvl 3: (Call of the WIld) Spawn 2 small critters if the Beastmaster gets hit.
Warrior, Rogue – 2 Cost
Throws a fan of (5) knives, each dealing (14.3/28.6/57.2) damage.
Lvl 3: (Flying Daggers) +50% attack speed and knives seek enemies.
Mage, Nuker, Voider – 3 Cost
Nearby enemies take (18.2/36.4/72.8) damage per second.
Lvl 3: (Ignite) Enemies killed by the Pyromancer explode, dealing 72.8 AoE damage.
Rogue, Mercenary – 4 Cost
Throws a knife that deals (26/52/104) damage and chains 5 times.
Lvl 3: (Ultrakill) If the knife crits, it deals 520 damage, chains 10 times, and grants 1 gold.
Sorcerer, Nuker – 4 Cost
Creates a volcano that explodes the nearby area 4 times, dealing (13/26/52) AoE damage.
Lvl 3: (Lave Burst) The number and speed of explosions is doubled.
Ranger – 1 Cost
Shoots an arrow that deals (12/24/48) damage and pierces.
Lvl 3: (Bounce Shot) The arrow ricochets off walls 3 times.
Healer – 1 Cost
Heals a unit for (20%) of its max hp when it drops below (50%) max hp.
Lvl 3: (Mass Heal) Heals all units.
Conjurer, Healer – 2 Cost
Carves a statue that periodically heals 1 unit for 20% max hp if in range.
Lvl 3: (World Tree) Carves a tree that heals twice as fast, in a bigger area, and heals 2 units.
Ranger, Rogue – 2 Cost
Shoots two parallel projectiles, each dealing (15.6/31.2/?) damage.
Lvl 3: (Gun Kata) Every 5th attack shoot in rapid succession for 2 seconds.
Ranger, Conjurer, Forcer – 2 Cost
Shoots an arrow that deals (13.2/26.4/52.8) damage and has a 20% chance to summon a pet.
Lvl 3: (Feral Pack) Summons 3 pets and the pets ricochet off walls once.
Ranger, Forcer – 3 Cost
Shoots a barrage of 3 arrows, each dealing (13.2/26.4/) damage and pushes enemies.
Lvl 3: (Barrage) Every 3rd attack, the barrage shoots 15 projectiles and they push harder.
Enchanter, Healer – 4 Cost
Periodically heals 1 unit at random and grants it +100% attack speed for 6 seconds.
Lvl 3: (Whimsy) Heals 2 units and grants them an additional 100% attack speed.
Healer – 4 Cost
Heals all allies for 20% of their max HP.
Lvl 3: (Divine Intervention) Picks 3 units at random and grants them a buff that prevents death once.
Mage – 1 Cost
Creates a small area that deals (14/28/56) damage.
Lvl 3: (Ethereal Form) The Magician becomes invulnerable for6 seconds but also cannot attack.
Mage, Nuker – 2 Cost
Shoots a projectile that deals (14/28/56) AoE damage.
Lvl 3: (Magic Missile) The Projectile chains 2 times.
Mage, Enchanter – 2 Cost
(+20%) attack speed to all allies.
Lvl 3: (Quicken) Enemies take damage over time 50% faster.
Mage, Voider – 2 Cost
Nearby enemies take (18.2/36.4/72.8) damage per second.
Lvl 3: (Frostbite) Enemies are also slowed by 60% while in the area.
Mage, Rogue – 3 Cost
Throws knives that deal (18.2/36.4/?) damage, pierce and spiral outwards.
Lvl 3: (Spiralism) Faster projectile speed and tighter turns.
Enchanter – 3 Cost
Infuses projectiles with chain lightning that deals (20%) damage to (2) enemies. (note: applies chain lightning to your other units projectiles.)
Lvl 3: (Wide Lightning) Chain lightning’s trigger area of effect and number of units hit is doubled.
Mage, Nuker – 3 Cost
Deals (14/28/?) AoE damage in a large area centered on a random target.
Lvl 3: (Windfield) Slows enemies by 60% for 6 seconds on hit.
└🔵Dark Blue Units
Sorcerer – 1 Cost
Launches a slow moving orb that launches projectiles, each dealing (13/26/52) damage.
Lvl 3: (Arcane Orb) +50% attack speed for the orb and 2 projectiles are released per cast.
Sorcerer, Curser – 2 Cost
Curses 5 nearby enemies for 6 seconds, preventing them from using special attacks.
Lvl 3: (Arcane Curse) The curse also deals 52 damage per second.
Sorcerer, Conjurer – 3 Cost
Launches a projectile that deals (13/26/52) damage and creates copies that do the same.
Lvl 3: (Arcane Orb) Double the number of copies created and they release 12 projectiles on death that pierce and ricochet once.
Warrior – 1 Cost
Deals (11/22/88) damage in an area, deals an extra (1.65/3.3/13.2) damage per unit hit.
Lvl 3: (Cleave) The Swordsman’s damage is doubled.
Curser, Warrior – 2 Cost
Deals (11/22/44) AoE damage and stuns enemies hit for 4 seconds.
Lvl 3: (Seism) Stunned enemies also take 100% increased damage.
Warrior, Enchanter – 2 Cost
+20% damage and defense to all allies.
Lvl 3: (Shiny Gear) +30% damage, attack speed, movement speed, and defense to all allies.
Forcer, Warrior – 3 Cost
Deals (12.1/24.2/48.4) AoE damage and pushes enemies away with a strong force.
Lvl 3: (Brutal Impact) Enemies pushed by the Juggernaut take 193.6 damage if they hit a wall.
Warrior, Nuker – 4 Cost
Throws multiple blades that deal (11/22/44) AoE damage.
Lvl 3: (Blade Resonance) Deal an additional 14.67 damage per enemy hit.
Warrior – 4 Cost
Deals (55/110/220) AoE damage.
Lvl 3: (Moulinet) Quickly repeats the attack 3 times.
Sorcerer, Forcer – 4 Cost
Creates a force field around a random unit that prevents enemies from entering.
Lvl 3: (Magnetic Field) Creates the force field around 2 units.
Mercenary – 1 Cost
Picking up gold releases 4 homing projectiles that deal (10/20/40) damage.
Lvl 3: (Golden Bolts) Release 8 homing projectiles instead and they pierce twice.
Merchant – 2 Cost
Gain +1 interest for every 10 gold.
Lvl 3: (Golden Bolts) Your first item reroll is always free.
Gambler – 3 Cost
Deal 2 x (Total Gold) damage to a single random enemy.
Lvl 3: (Multicast) 60%/40%/20% chance to cast the attack 2/3/4 times.
Rogue, Conjurer, Nuker – 2 Cost
Calls 2 Saboteurs to seek targets and deal (13/26/52) AoE damage.
Lvl 3: (Demoman) The explosion has 50% chance to crit, increasing in size and dealing 2x damage.
Conjurer – 3 Cost
Drops sentries that shoot bursts of projectiles, each dealing (10//) damage.
Lvl 3: (Upgrade!!!) Drops 2 additional turrets and grants all turrets +50% damage and attack speed.
Swarmer – 3 Cost
Periodically spawn (1) small critter.
Lvl 3: (Invasion) +100% critter spawn rate and spawn 2 critters.
Curser, Swarmer – 3 Cost
Curses all nearby enemies for 6 seconds, they will release 2 critters on death.
Lvl 3: (Infestation) Triples the number of critters released.
Ranger, Swarmer – 4 Cost
Spawn 3 small critters if the Corrupter kills an enemy.
Lvl 3: (Corruption) Spawn 3 small critters if the Corruptor hits an enemy.
Ranger, Nuker – 4 Cost
Shoots a projectile that deals (24/48/96) AoE damage.
Lvl 3: (Cannon Barrage) Showers the hit area in 7 additional cannon shots that deal 24 AoE damage.
Nuker, Forcer – 2 Cost
Shoots a slow projectile that draws enemies in.
Lvl 3: (Dimension Compression) When the projectile expires, deal 132 damage to all enemies under its influence.
Sorcerer, Voider – 2 Cost
Creates an area that ricochets around the arena and deals (16.9/33.8/67.6) damage per second.
Lvl 3: (Toxic Delivery) The area periodically releases projectiles, each dealing 67.6 damage and chaining on hit.
Rogue, Voider – 3 Cost
Throws a piercing knife that deals (16.9/33.8/67.6) damage + (8.45/16.9/33.8) damage per second.
Lvl 3: (Toxic Delivery) Poison inflicted from crits deal 8x damage.
Curser, Voider – 3 Cost
Curses (5) nearby enemies for 6 seconds, creates small void rifts on death.
Lvl 3: (Nightmare) Bane’s void rifts area increased by 100%.
Curser, Mercenary, Voider – 3 Cost
Curses 3 nearby enemies indefinitely with debt, dealing (10/20/40) damage over time.
Lvl 3: (Nightmare) If the same enemy is cursed 3 times, it takes 50x damage.
Nuker, Voider – 4 Cost
Creates an area that deals (13/26/52) damage per second.
Lvl 3: (Black Death Steam) Nearby enemies take an additional 52 damage per second.
Psyker, Ranger, Warrior – 1 Cost
Shoots a projectile that deals (13.2/26.4/52.8) damage.
Lvl 3: (Champion) +10% damage and attack speed per active set.
Sorcerer, Psyker – 2 Cost
Creates a small area that deals (13/26/52) AoE damage.
Lvl 3: (Mental Strike) The attack can happen from any distance and repeats once.
Psyker, Enchanter – 3 Cost
Deals 20 damage to self and grants +4% damage to all allies per cast.
Lvl 3: (Zealotry) Deals 80 damage to all allies and grants +12% damage to all allies per cast.
Healer, Psyker – 3 Cost
All damage taken is stored, up to 50% max HP, and distributed as healing to all allies.
Lvl 3: (Crucio) Also redistributes damage taken as damage to all enemies at double value.
Mage, Psyker, Forcer – 4 Cost
Pulls enemies together for (2) seconds.
Lvl 3: (Magnetic Force) Enemies take 246.4 damage and are pushed away when the area expires.
+25% AoE damage.
+50% AoE damage.
Crits from Rogues deal 8x damage but normal attacks deal half damage.
Every round 1 Mage or Sorcerer is granted +100% attack speed for that round.
Rangers and Rogues do +25% damage.
Rangers and Rogues do +50% damage.
All Warriors have up to +50% attack speed based on missing HP.
+20% healing effectiveness.
All arrows fired by Rangers have a 20% chance to knockback.
Call of the Void
+25% damage over time.
+20% movement speed.
Taking damage also shares that across all enemies at 25% its value.
Divine Machine Arrow
Arrows fired by Rangers have a 40% chance to seek enemies and pierce 4 times.
Periodically deal 10X damage to all enemies, where X is how many Mages and Sorcerers you have.
(note: not to be confused with Ultimatum.)
20% chance to create 3 secondary AoEs on AoE hit.
Arrows fired by Rangers have a 30% chance to explode, dealing 20% AoE damage.
All knives thrown by Rogues chain +2 times.
+20% knockback force.
When enemies hit walls they take damage according to the knockback force.
Curses last 25% longer.
+2 Critter health.
3 units will periodically take damage, all allies gain +8% damage per tick.
(note: This can potentially kill your units so be careful.)
Enemies spawn with -20% max HP.
Projectiles deal up to +100% damage far away and down to -50% up close.
Ouroboros Technique L
Rotating left grants +25% defense to all units.
Ouroboros Technique R
Rotating right makes units release projectiles.
+5% damage to all allies whenever an Enchanter is hit.
Projectiles deal up to +100% damage up close and down to -50% far away.
All AoE attacks deal +5% damage per unit hit.
+1 Critter health.
All enemies move 20% slower.
Projectiles that chain gain +25% damage with each chain.
(note: not to be confused with Divine Punishment.)
+1% area size and damage per second.
All Warriors gain +5% defense every 5 seconds.
All enemies take +20% damage.
Hitting walls has a 34% chance of releasing 2 projectiles.
Hitting walls grants a 25% movement speed buff to your snake for 1 second.
Attacks by Mages, Nukers, or Voiders have a 20% chance to create a void rift on hit.
Whispers of Doom
Curses apply doom, at 4 stacks of doom they deal 200 damage.
Basic enemy, chases the player.
Applies green effect (speed) on death to nearby enemies.
Explodes into projectiles on death.
Stops and shoots 3 projectiles.
Charges a dash attack.
Explodes into 3-5 mini purple enemies on death.
Increased HP and periodically launch other units into you. (thanks nomae and nagshell)
Applies green effect (speed) to a few enemies.
Applies Blue Effect(explosion) to a few enemies
Idk, applies purple effect(spawn minis on death) to a few enemies.
The 4th elite periodically makes a very large yellow circle which launches enemies. (thanks Gyoshi)
Kinda just does everything.
Forcer, Curser – 2 Cost
All nearby enemies are pushed after 4 seconds, taking (22/44/?) damage on wall hit.
Lvl 3: (Kineticism) Enemies launched take 300% more damage when they hit walls.
Mage – 4 Cost
Launches a slow projectile that jumps (7) times, dealing (28/56/112) damage per hit.
Lvl 3: (Chain Frost) Chain frost slows enemies hit by 80% for 2 seconds and chains +7 times.
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